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Land Doctrine Guide 2024 - Hearts of Iron IV 

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10 сен 2024

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Комментарии : 59   
@MrBlueBurd0451
@MrBlueBurd0451 6 месяцев назад
In summary: Superior Firepower - Integrated Support - Shock & Awe is the default. SF - Integrated - AirLand if you want to do a little bit of tanks, but not too much. SF - Dispersed - Shock & Awe if you wanna do city sieges specifically. SF - Dispersed - AirLand don't. Mobile Warfare - Mobile Infantry if you wanna do mechanized spam (O Canada...) Mobile Warfare - Blitzkrieg if you wanna do tank spam. Don't ever take Desperate. Don't do Grand Battleplan unless you've specifically got the job to HOLD THE LINE. Mass Assault - Deep Battle for shit terrain fighting. Mass Assault - Mass Mobilization for meming on Japan.
@sirarthurwesley3464
@sirarthurwesley3464 6 месяцев назад
This is completely wrong LOL
@Cosmazion
@Cosmazion 6 месяцев назад
GBP is literally best doctrine for pushing because of planning lmao
@sirarthurwesley3464
@sirarthurwesley3464 6 месяцев назад
COSMO NATIONS@@Cosmazion
@jimmcneal5292
@jimmcneal5292 5 месяцев назад
​@@Cosmazion up until planning bonus runs out
@Cosmazion
@Cosmazion 5 месяцев назад
@@jimmcneal5292 why would it run out lmao u just do general garrison order and field marshal frontline and u have constant planning
@J7Handle
@J7Handle 6 месяцев назад
I'd say the max planning from Grand Battleplan can actually be quite amazing. The issue is, in a lot of wars, the first week or so is the most critical time. This is when each side has the most entrenchment and planning, and therefore the highest stats on both offense and defense. It's also typically when each side has full strength, fully trained divisions. If GBP gives you both more entrenchment and more planning, then it can be possible to weather the storm from the enemy if they attack, then counterattack with something like a 90-100% planning bonus. One of the biggest advantages of planning bonuses over direct soft attack bonuses, is that planning boosts not only soft and hard attack, but also breakthrough. An extra 10% planning is as good as an extra 10% soft attack, hard attack, and breakthrough put together. The planning bonus may take a while to build up, but it also takes awhile to lose when a division is on the line. I believe typically you'll lose 2% planning per day when a division is moving or defending an attack. That means that, if you start a war with 90% planning, you can get 20-25 days of good planning bonus, which may be enough to roll back the line 4 tiles deep, destroying something like 40% of the enemy's deployed equipment. If they don't have additional stockpiles, then even without planning, they will not be surviving the rest of the war. Also, the land night attack bonus can be very good. -50% night attack usually means nothing happens during the 12 hours of night, but -25% allows you to do decent damage during the night. It might be about as good as a 7.5-12.5% soft+hard attack bonus. Depending on how much you rely on overpowering enemy divisions vs just grinding them down. By the way, I consider organization bonuses to generally not be that good. It makes your divisions last longer in battles, yes, but you divisions don't gain any hp, and don't deal any more damage. If I could swap out every +10 org bonus for a +10% attack bonus, I absolutely would. Even at the cost of maybe losing some battles, dealing more damage to enemy strength wins more in the long term.
@JayPeePee13
@JayPeePee13 6 месяцев назад
This guy gets it
@lordphonix0994
@lordphonix0994 6 месяцев назад
Haha spies
@PerickParolo
@PerickParolo 6 месяцев назад
I find GBP-right best combined with special units, for example if you upgrade your marines to right right in their doctrine tree and as you get breakthrough bonuses from GBP and the planning bonus you can get crazy amounts of breakthrough, so you get like ultra unkillable units with 80 org and 1000 breakthrough, also bonuses for supply and night land attack are nice to make it eeven more viable in a game that takes more than 10 years.
@sirarthurwesley3464
@sirarthurwesley3464 5 месяцев назад
haha max passive and my spies on my capital@@lordphonix0994
@grigorerobu1915
@grigorerobu1915 Месяц назад
And if you play France you get the "protected by the maginot line" bonus which gives you 25% more planning.
@steppebro
@steppebro 6 месяцев назад
I always felt like superior firepower was the go-to single player doctrine. Make loads of cheap soft attack infantry divisions, put the rest on planes, and just battleplan away. I feel like the AI isn't good enough to justify making cracked out tank divisions but it is entertaining to do that sometimes for fun.
@Sentient_Blob
@Sentient_Blob 6 месяцев назад
Massed light tanks is so fun, they overrun so many divisions
@HughJayness-pd5hn
@HughJayness-pd5hn 5 месяцев назад
I have a really nice 40w panzer division design and holy shit is it amazing
@TheMelnTeam
@TheMelnTeam 13 дней назад
In testing actual combats, land night attack is among the most impactful unlocks in any doctrine tree, period. Only exception is if you have enough juice to win fights during a single daylight period...not a scenario where you'd need much help from doctrines. What really holds GB back in MP is the horrible implementation of espionage, where 5 nations with 20% spy network completely remove planning. Were it not for that, you could do things like staff office plan and invest in command power generation to keep planning relatively high. Since the enemy can completely strip it with very little counterplay, however, the utility is limited. If trading expeditionary forces to stack some non-GB doctrine benefits onto planning/entrenchment of GB is allowed, this is a doctrine EVERY faction should have on some of its members though. Superior firepower divisions are pretty good. SF divisions receiving GB max planning are better. Mass mob guerilla tactics rolls + huge reinforce rate can be miserable to deal with. You need fewer units to maintain a rotating defense on front line, by a lot. If the support companies can do at least some damage to attackers or the nation who has it is using CAS, it can start changing the outcome of the game. It's non-trivial to beat guerilla w/o putting howitzers on tanks, and that makes said tank divisions much worse vs other tank divs.
@FilAnd01
@FilAnd01 6 месяцев назад
Would be based if you did this for air and naval doctrines too
@boneman9751
@boneman9751 Месяц назад
Meta nerds crying that GBP isn’t being glazed like it’s not the slowest, most micro intensive, least forgiving option that gets majority of its benefits completely countered by a single spy that you have no means of effectively getting rid of.
@glauberglousger956
@glauberglousger956 Месяц назад
I mean, is there any other option? Every battle needs to matter, and if you can just break though the Frontline, you can easily win
@boneman9751
@boneman9751 Месяц назад
@@glauberglousger956 yes actually you have 3 other options; they’re call mobile warfare, superior firepower, and mass assault. And believe it or not, there’s a doctrine all about breakthroughs called mobile warfare. And if you play it right, it’ll absolutely stomp GBP because GBP requires time and mobile warfare is all about moving fast and denying your opponent time. It’s almost like GBP is based on trench warfare and mobile warfare is based on blitzkrieg. Which we saw how that historically played out with France. The whole completely capitulating after they left a single forest undefended.
@glauberglousger956
@glauberglousger956 Месяц назад
@@boneman9751 That's simplifying things way too much All the doctrines are different from each other, with neither better than the other, mostly depending on how well you use it Mobile Warfare is mainly focused on a small group attacking tanks/mobile units acting independently from the main army, breaking through parts of the enemy army, winning small battles and encircling the enemy While Grand Battleplan's first few selections are indeed Trench Warfare, the rest is about the entire army (hence the name), with every division working together to maximise gains, focusing on large frontline pushes with full logistics, meant to take advantage of the first few critical days of a battle As for not having time, if you didn't have your divisions on the frontline building up planning and entrenchment from the very beginning, you're definitely going to lose, same with historical France, if you leave some tiles unguarded, with no divisions behind the frontline or in reserves, you'll lose In that case, it's simply using the doctrine badly
@ultimatestuff7111
@ultimatestuff7111 21 день назад
@@boneman9751mp battles are far too slow for mobile warfare to work, 10 speed really doesn’t do much, the org buff is misleading because you get org buffs from gbp too, and the ask for control of states trick can easily overcome the spy issue, and in the case of the eastern front you have to remake an intel network if you stay on the dnieper line, which could buy time for major cities like Kiev dniepropetrovsk and Vitebsk to fall which is the beginning of the end, even the breakthrough buff is misleading because it only gives tank destroyers, the one things that could use a bit more breakthrough, 20% instead of 60%, and another fact is that any breakthrough above 750 has no difference so any more is overkill and you’d be better off using fucking superior firepower right left
@dwarfbard6226
@dwarfbard6226 6 месяцев назад
Bad "guide" trying to pass myths and personal opinions as facts. GBP left side is king of offense. SF if you want your naval invasions to land. Left/Left Mobile Warfare for small nations lacking manpower for that AWESOME defensive tactic "guerrilla warfare" (seriously, try it)
@sirarthurwesley3464
@sirarthurwesley3464 6 месяцев назад
LOL GBP is always the best doctrine, and just do massmob dont do mobile left left
@dwarfbard6226
@dwarfbard6226 6 месяцев назад
@@sirarthurwesley3464I know, its copium because it lacks the combat width reduction. A guilty pleasure, if you will. :D
@Cosmazion
@Cosmazion 6 месяцев назад
@@dwarfbard6226 the combat width reduction is good
@jimmcneal5292
@jimmcneal5292 5 месяцев назад
​@@sirarthurwesley3464 not always the best
@alexblu9223
@alexblu9223 15 часов назад
In fact, MA is better than MW for smaller Especially if said nation is about to fight some cocky major (Literally nailed my Poland playthrough with MA-right)
@anders7416
@anders7416 Месяц назад
HOI4 Guide try not to be objectively wrong challenge : Impossible
@ARBD2004
@ARBD2004 14 дней назад
Everybody advocates for this and that, but what I advocate for is this: Everything has a use in the right scenario (and is fun). Screw meta players - they're boring.
@PhantomFly_Br2
@PhantomFly_Br2 13 дней назад
@@ARBD2004 True
@MrAndersongustavo
@MrAndersongustavo 6 месяцев назад
How do you explain the default meta for MULTIPLAYER mind you, not singleplayer where literally everything works, to be GBP assault if tanks and Mass Mob if you are going for an infantry nation? I don't mean to diss this guide, but to say there is always a back and forth in the eastern front where you can't get max planning is false, it is a huge ass front and unless you battleplan like a bot you will have units on the frontline (tanks specially) building planning and reaching the levels of soft and hard attack (1.5k+) needed to break river lines and your opponent tanks that will have 1.5k+ stats from defensive terrain buffs alone. Superior Firepower for example is great on paper, but it gets outstated by planning every single time, the buffs you get are negated by pretty much any negative modifier you can get, mobile warfare is good because you can have decent planning while also having such high org on your tanks that you can have less mechanized in the template and reach a ton of stats, but still get outstatted by gbp. I mean i really appreciate guides, specially those that aim to teach multiplayer as that can be gatekeeped to hell by most players and the only real way to learn is getting shit on and trying again while analysing saves, but also spreading info like this is just going to get people that think they know the meta, to get shit on the exact same and have a "but muh guide" button to be stubborn.
@boneman9751
@boneman9751 Месяц назад
“Outstated by planning every time” Literally 1 spy and you lose every bit of that.
@ultimatestuff7111
@ultimatestuff7111 21 день назад
@@boneman9751in the eastern front Soviets have to either frontline to have that spy kill planning, if they dnieper line then their spy won’t reach any important cities so Germany can get enough planning to take those major cities like dniepro Kiev and Vitebsk which is basicallly the beginning of the end of
@ultimatestuff7111
@ultimatestuff7111 21 день назад
Mobile warfares tank org is very misleading, indirect org buffs from gbp and superior firepower will give you similar org amounts, which only makes mobile warfare good for the breakthrough bonus, which is really no better once you reach like 700 so its actually a useless doctrine
@reshuram4353
@reshuram4353 13 дней назад
@@boneman9751 MP mods usually remove the spy planning thing
@quincyames2014
@quincyames2014 6 месяцев назад
good for single player but in mp just do gdp left or mass mob right
@JayPeePee13
@JayPeePee13 6 месяцев назад
So I will say that this guide isnt remotely accurate from the beginning. For mobile warfare you can go to desperate defense to bank the manpower and then switch over to the doctrine with your banked manpower which is how most multiplayers running MW are running it. Grand Battle Plan is actually one of the stronger doctrines because it helps you absorb the initial punch which is when the opponents best units are attacking. Additionally, you even stated it yourself that the frontlines move back and forth and you are right which is EXACTLY WHY 50% entrenchment speed is huge. Additionally, you get a spirit which reduces all supply consumption for air, land, and sea by 5% which adds up
@donovanburkhard
@donovanburkhard 6 месяцев назад
full blast i could hardly hear you, nice video tho
@toolboxnj
@toolboxnj 23 дня назад
Left doctrines are offensive, right doctrines are defensive
@bayvoice4298
@bayvoice4298 6 месяцев назад
Thank you general
@Frederickthegreat425
@Frederickthegreat425 4 месяца назад
I love going on youtube and looking an the complete lack of knowledge about this game, yet confidence to post trash videos like this which will mislead newer players
@TheTripleAce3
@TheTripleAce3 6 месяцев назад
Well this is a voice I haven't heard in a while.
@hobiewilliamson6186
@hobiewilliamson6186 8 дней назад
This guide is cooked. Org and soft attack bonuses don’t compare well too good planning
@ChadTanker
@ChadTanker 2 месяца назад
superior firepower as soviets is so strong tho
@janys6502
@janys6502 6 месяцев назад
Very bad video, you dont understand game mechanics. GBP is the strongest doctrine, you need the entrenchment so you can push with your high planning elsewhere. It helps create a big breakthrough to start pushing agressively.
@jimmcneal5292
@jimmcneal5292 5 месяцев назад
It is not the strongest. Overall superior firepower and mobile warfare are(depending on play style)
@Cosmazion
@Cosmazion 5 месяцев назад
@@jimmcneal5292 gbp gets the most stats because of planning, superior is the worst doctrine bc it gives very little stats and mobile gives only org and breakthrough
@anderarmould
@anderarmould 4 месяца назад
You'll have Superior beat with all the planning bonuses that stack. I laugh when people say Superior has the most attack.
@jimmcneal5292
@jimmcneal5292 4 месяца назад
@@Cosmazion superior is the best doctrine(just not by much), it gives good soft and hard attack bonuses. Gbp is only good till you run out of entrenchment/planning bonus, and mobile warfare lacks in defence
@jimmcneal5292
@jimmcneal5292 4 месяца назад
@@anderarmould only with max bonus while superior has it all the time
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